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Here's my first go at animating hair in 2.40. It uses a single curve guide set to be a soft body. I simply rotated the guide back and forth several times.
http://www.youtube.com/?v=pIrLQ-3MJHk You can download the blend file here: http://brianglass.blogs.com/hairAnim.blend. |
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#1
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This is brilliant. Just what I was looking for.
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#2
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Nice idea, looks real good, you might try it with deflactors to see how powerfull i could be.
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Israel is on the map too... |
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#3
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Looks great in wireframe but I can't render it with version 2.40 and windows XP. Am I missing a step?
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#4
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Sorry, I forgot that I had saved this blend after doing some work with it in the sequencer. In the render buttons area you need to turn off "do sequence." That should cause it to render.
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#5
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Fruch,
I tried your suggestion, but it seems that deflectors don't work with static particles and curve guides at the same time. Oddly, it seems that deflections work with dynamic particles and curve guides. You can set up deflection on the soft-body curve guide and then the whole mass of hair moves around the deflector object, but instead of having the individual hair strands deflect, the whole things moves together and doesn't really look natural. I don't know if this would be considered a bug, or simply a limitation. |
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#6
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Quote:
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#7
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Thanks for this post ! It realy helped me a lot !
if it can help, here's a way to fix a deflector on the curve deformer, that doesn't interfer with the curve physics but only with the hair. I wanted a deflector at the end of a ponytail to keep the hair 'close' at their extremity sorry.. I'm a french guy.. lack of vocabulary, see the pics below : without deflector : ![]() with deflector : ![]() here's two animations (draft) with and without deflector at the end of the ponytail. without deflector with deflector the curve behaves the same way. . the curve guide is a soft body. different weight on each of its vertices, from 1(root of the ponytail, no moves) to 0 (at the end). there's more than 10 verts, I guessed that it helps for collisions. in its softbody setup, one use the 'W' goal option to use the weight of the vertices. it's almost the same setup than in the .blend at the beginning of this thread. the curve is parented to the particle-hair emitter, the ponytail. . the girl mesh (in fact one clone of her with a simplified topology) is a softbody deflector, for the collisions. . the sphere deflector has an influence limit and is located almost at the end of the ponytail. it is parented to the hair emitter, and has a follow path constraint with the curve guide as a target : select deflector > SHIFT-Select the Curve > CTRL-P > choose 'follow path' or 'path constraint'. the path constraint could perhaps be more useful as you can change the influence. . the deflector will deform the curve guide if they are in the same layer, and will be detected by the girl mesh, causing a strange hair behaviour. put the curve in the same layer than the girl mesh, and the deflector in another one. . put the hair particle in these two layers. it will follow the curve guide, and be attracted by the sphere deflector. . the deflector will move along the curve along the animation. to fix it in some place, add an ipo speed to the curve, and make it flat (0.8 here). one can change the position of the deflector that way. [strange but the only way I find to add a speed curve to the bezier curve, was to add a path curve and copy its speed to my curve. perhaps I missed something, but if it can help..] the deflector creates sometimes big deformations at the hair extremity (strenght=30 here). you'll perhaps have to fake hair material to 'cut' a bit the hair at the end, playing with the blend texture and the ramps or nodes. hope this can help ! littleneo ![]() wip : http://blenderartists.org/forum/showthread.php?t=101545 cheek animation problem (please heeeeelp !!) : http://blenderartists.org/forum/showthread.php?t=101207 |
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#8
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